Datacrons were a good idea, with a failed implementation. I say it failed because it is clear almost every single player who bothers with them "cheats" by looking at videos and such instead of trying to figure out how to get them on their own. Since no one is deriving any fun out of the system it was wasted effort.
Assuming there is some new planet in a future release, and assuming you populate that planet with some datacrons, here are some thoughts on how to better implement it. For the most part the idea is to make them a easy enough so that players will at least try before cheating, but still challenging enough to make it fun.
1. First, the best datacron imo
2. Make the locations obvious. You should be able to see them from places you would go normally (only true for about half of them). In fact they should get highlighted on the map. The challenge should not be in figuring out if there even is a datacron nearby, but how to get to it once found. I have to believe atleast some of the current locations were leaked by developers rather than honestly found.
3. DO NOT use slow moving objects such as cranes, lifts etc. By all means, use moving objects, but please make them fast moving objects. Believe it or not I do have better things to do than to stand around for 40 minutes waiting for a balloon. And god forbid someone misses the jump on a slow moving object and has to start again. Its not a good way to make players like you.
4. DO NOT place the start point half a map away from the datacron. To attempt them myself I have to wonder if every broken beam I happen across may be the start point to some treasure, and there are just too many broken beams in this war torn galaxy to make me willing to search them all.
5. Throw in some hints. Speaking to your companion when near a datacron could yield some suggestion, though you probably dont have the tech for that. Maybe in the dialog of some quest giving NPC, though it would probably have to be a mainline quest for anyone to actually pay attention.
6. Technically challenging maneuvers are fine, but have some pity and place them at the beginning of the puzzle and not the end (see slow moving objects above)
7. Play a game of zelda for inspiration. It has after all been making games around this concept for 25 years.